On Tuesday, 19 January 2016 at 15:25:58 UTC, wobbles wrote:
On Tuesday, 19 January 2016 at 14:07:50 UTC, Borislav Kosharov
wrote:
On Monday, 18 January 2016 at 12:46:31 UTC, Jonathan M Davis
wrote:
[...]
I want to use float time in a game where I call the update
method passing the delta time as float seconds. It's more easy
to multiply the dt with a speed constant meaning how much the
object will move after 1 second. Such float delta time is used
in many game engines and it's somewhat standart way of doing
it. Also the method you wrote returns a string and I need a
float to multiply it with a number.
Thanks for the reply anyway
Checkout out how DSFML handles this.
You simply pass around a Clock object that you can restart
every frame using
clock.restart();
You then call your update function with
update(Clock.getElapsedTime());
Then in each objects update(Time t) method you just get the
time in whatever unit you want. Works pretty well.
http://www.dsfml.com/
Yes that's exactly what I'm using. But they changed it to return
a Duration instead of Time and that broke my code. See the source
https://github.com/Jebbs/DSFML/blob/master/src/dsfml/system/clock.d#L65